The Rules 

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When designing Soulbound I sought to make a rules system that would be easy to understand, fun to play, and reflective of the game's themes. Soulbound is played using exclusively six-sided dice, similar to games like Shadowrun. When taking an action players will roll a number of dice equal to a corresponding stat, such as Perception. Each roll of a 5 or 6 is considered a success, with more successes granting a better chance of completing the task at hand. 

Rolling actions in combat works the same, but characters must manage their stamina in the form of Action Tokens (AT). At the start of combat, each unit will roll for initial amount of AT. These tokens must then be used to move, attack, defend, and so forth. Action Tokens do not recover on their own. Instead, units must spend their turn recovering to gain more AT. Units with lighter equipment or greater stamina will recover their AT more effectively and spend less time catching their breath. If they wish to spend all of their AT wildly slashing away at a beast they may do so, but they will be caught entirely off guard when the creature swipes its massive paws. 

Soulbound takes place in a gritty and unforgiving world, and the rules should reflect this. Values will be rounded down, enemies will pose a real threat, and players will die often if they travel unprepared. Characters can not hope to win many encounters by attacking head on. Instead our Wielders must use arcane powers, hunting supplies, and special technologies to have a fighting chance.